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Port Glacia

   (3 reviews)
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About This File

Originally a map for Jimmy's Joy Of Mapping 5, I ended up pulling it as it had gotten too large and ambitious, and its size & length would have really bogged down what was already a hefty community project. This allowed me the chance to polish the map up to a higher standard, as the original JOM project limited mapping time to only 72 hours. Most of the map was done during that period, but more time was needed to re-do a couple areas and rework some progression, as well as complete detailing and thing placement. Funny that I get ~90% of this done in 3 days, then spend the next 4 months procrastinating on getting the rest done.


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NuMetalManiak

  

a map that feels like a lost episode from the BTSX megawad, Port Glacia offers a pretty atmospheric setting, contrasting it with some rather tough combat, which is not out of the ordinary where this author is concerned. it's a large piece of work, and the freezing water is sure to send some chills if you're not watching your radsuits carefully. a worthy challenge of a wad.

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faad3e

· Edited by faad3e

  

Sick stuff man, love the music. Great job on the level design too.

 

edit: who made the music?

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mun

  

This level has a good atmosphere going on. Really like the lonely, cold feeling throughout. Gameplay is also fine, not shabby. Overall would recommend a go.

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  • File Reviews

    • By Ordon · Posted
      well, the concept is good  BUT...   WHAT THE FUCK EVEN IS THIS??
    • By Cinnamon · Posted
      Definitely shows its age. It was a real grind to play through, mostly due to the levels being boring, but also from a remarkable over-reliance on hitscan, especially shotgunners. For some reason. The third episode does indeed pick up much of the slack, but with the really fun levels being shining exceptions rather than rule for two thirds of the WAD it still left me annoyed and exasperated in the end. The maps look fine most of the time and the music is good to really good, which is something to hold on to. I would still advice my past self to skip most of this one.    
    • By Cinnamon · Posted
      There's not too much for me to say about this one. While it isn't exactly my jam 100% of the time, I'm struggling to see how any creative endeavor could entertain me so thoroughly, throughout all the 32 parts of it. Ancient Aliens is charming, somewhat challenging, mysterious, well-paced... I could iterate over plenty of different variations of lavish praise, but I guess that in and of itself describes my feelings: AA is remarkably well-rounded. A DOOM blockbuster - and I use that description as an honest compliment rather than the pejorative it's sometimes thought of. One for the ages, and it'll be one of the WADs to which many of my future experience will be compared.    
    • By VoanHead · Posted
      On second thought, this wad is kinda mid if you ask me. After playing through all of it on pistol-start I wasn't really blown away by it. The midi pack that was made for this in 2020 was very nice if you ask me, but why this wad ever deserves a midi pack when it's so bland is what makes me scratch my head. Idk man, I didn't like this one as much as others do :/.
    • By baja blast rd. · Posted
      This reads as an early example of arcade-style mapping.   Areas are defined largely by color combinations, with no real overarching theme to the map: there are silver techbase rooms, brick-like Earth rooms, red hellish rooms, without much in the way of detailing or setting-building -- all centralized around a square hub room with key doors, which repopulates with monsters each time you find a key. It's on the simpler side visually, but still a very clear step above "monotextured square rooms"-type design, with some solid architecture, shapes, and texture combos here and there, and even a clever crushing UFO-like "ring" at one point.    The gameplay concepts are very straightforward, with one exception being a room that has you platforming over damaging floor while closets of lost souls and cacodemons open up. Instead, the bulk of the fighting is more often dished out as blocks of monsters often revealed in closets -- blocks at a density far below what you'd consider slaughter. Some of the potential fun involves herding monsters towards barrels; once I waited several seconds for chaingunners to walk halfway across the room, right next to a clump of barrels I could blow them all up with. The ending fight is designed for you to pour rockets into two static cybs while circling, and I skipped that one.    Completed in a bit under 10 minutes. 
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